mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-18 02:48:28 +00:00
352 lines
12 KiB
C++
352 lines
12 KiB
C++
// Copyright (c) 2017- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <set>
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#include "Common/Log.h"
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#include "Common/Serialize/Serializer.h"
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#include "Common/GraphicsContext.h"
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#include "Common/System/System.h"
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#include "Common/Profiler/Profiler.h"
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#include "Common/Data/Text/I18n.h"
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#include "Core/Debugger/Breakpoints.h"
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#include "Core/MemMapHelpers.h"
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#include "Core/MIPS/MIPS.h"
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#include "Core/Config.h"
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#include "Core/Reporting.h"
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#include "Core/System.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GeDisasm.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Debugger/Debugger.h"
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#include "GPU/D3D11/ShaderManagerD3D11.h"
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#include "GPU/D3D11/GPU_D3D11.h"
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#include "GPU/D3D11/FramebufferManagerD3D11.h"
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#include "GPU/D3D11/DrawEngineD3D11.h"
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#include "GPU/D3D11/TextureCacheD3D11.h"
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#include "GPU/D3D11/D3D11Util.h"
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#include "Core/HLE/sceKernelThread.h"
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#include "Core/HLE/sceKernelInterrupt.h"
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#include "Core/HLE/sceGe.h"
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GPU_D3D11::GPU_D3D11(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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: GPUCommon(gfxCtx, draw), drawEngine_(draw,
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(ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE),
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(ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT)) {
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device_ = (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE);
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context_ = (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT);
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D3D_FEATURE_LEVEL featureLevel = (D3D_FEATURE_LEVEL)draw->GetNativeObject(Draw::NativeObject::FEATURE_LEVEL);
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stockD3D11.Create(device_);
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shaderManagerD3D11_ = new ShaderManagerD3D11(draw, device_, context_, featureLevel);
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framebufferManagerD3D11_ = new FramebufferManagerD3D11(draw);
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framebufferManager_ = framebufferManagerD3D11_;
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textureCacheD3D11_ = new TextureCacheD3D11(draw, framebufferManager_->GetDraw2D());
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textureCache_ = textureCacheD3D11_;
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drawEngineCommon_ = &drawEngine_;
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shaderManager_ = shaderManagerD3D11_;
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drawEngine_.SetShaderManager(shaderManagerD3D11_);
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drawEngine_.SetTextureCache(textureCacheD3D11_);
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drawEngine_.SetFramebufferManager(framebufferManagerD3D11_);
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drawEngine_.Init();
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framebufferManagerD3D11_->SetTextureCache(textureCacheD3D11_);
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framebufferManagerD3D11_->SetShaderManager(shaderManagerD3D11_);
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framebufferManagerD3D11_->SetDrawEngine(&drawEngine_);
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framebufferManagerD3D11_->Init();
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textureCacheD3D11_->SetFramebufferManager(framebufferManagerD3D11_);
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textureCacheD3D11_->SetShaderManager(shaderManagerD3D11_);
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// Sanity check gstate
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if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
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ERROR_LOG(G3D, "gstate has drifted out of sync!");
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}
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// No need to flush before the tex scale/offset commands if we are baking
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// the tex scale/offset into the vertices anyway.
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UpdateCmdInfo();
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CheckGPUFeatures();
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BuildReportingInfo();
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// Some of our defaults are different from hw defaults, let's assert them.
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// We restore each frame anyway, but here is convenient for tests.
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textureCache_->NotifyConfigChanged();
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}
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GPU_D3D11::~GPU_D3D11() {
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framebufferManagerD3D11_->DestroyAllFBOs();
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delete framebufferManagerD3D11_;
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shaderManagerD3D11_->ClearShaders();
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delete shaderManagerD3D11_;
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delete textureCacheD3D11_;
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stockD3D11.Destroy();
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}
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void GPU_D3D11::CheckGPUFeatures() {
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u32 features = 0;
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features |= GPU_SUPPORTS_BLEND_MINMAX;
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// Accurate depth is required because the Direct3D API does not support inverse Z.
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// So we cannot incorrectly use the viewport transform as the depth range on Direct3D.
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// TODO: Breaks text in PaRappa for some reason?
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features |= GPU_SUPPORTS_ACCURATE_DEPTH;
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#ifndef _M_ARM
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// TODO: Do proper feature detection
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features |= GPU_SUPPORTS_ANISOTROPY;
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#endif
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features |= GPU_SUPPORTS_DEPTH_TEXTURE;
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features |= GPU_SUPPORTS_TEXTURE_NPOT;
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if (draw_->GetDeviceCaps().dualSourceBlend)
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features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
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if (draw_->GetDeviceCaps().depthClampSupported)
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features |= GPU_SUPPORTS_DEPTH_CLAMP;
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if (draw_->GetDeviceCaps().clipDistanceSupported)
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features |= GPU_SUPPORTS_CLIP_DISTANCE;
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if (draw_->GetDeviceCaps().cullDistanceSupported)
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features |= GPU_SUPPORTS_CULL_DISTANCE;
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if (!draw_->GetBugs().Has(Draw::Bugs::BROKEN_NAN_IN_CONDITIONAL)) {
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// Ignore the compat setting if clip and cull are both enabled.
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// When supported, we can do the depth side of range culling more correctly.
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const bool supported = draw_->GetDeviceCaps().clipDistanceSupported && draw_->GetDeviceCaps().cullDistanceSupported;
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const bool disabled = PSP_CoreParameter().compat.flags().DisableRangeCulling;
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if (supported || !disabled) {
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features |= GPU_SUPPORTS_VS_RANGE_CULLING;
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}
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}
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features |= GPU_SUPPORTS_TEXTURE_FLOAT;
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features |= GPU_SUPPORTS_INSTANCE_RENDERING;
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features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
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uint32_t fmt4444 = draw_->GetDataFormatSupport(Draw::DataFormat::A4R4G4B4_UNORM_PACK16);
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uint32_t fmt1555 = draw_->GetDataFormatSupport(Draw::DataFormat::A1R5G5B5_UNORM_PACK16);
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uint32_t fmt565 = draw_->GetDataFormatSupport(Draw::DataFormat::R5G6B5_UNORM_PACK16);
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if ((fmt4444 & Draw::FMT_TEXTURE) && (fmt565 & Draw::FMT_TEXTURE) && (fmt1555 & Draw::FMT_TEXTURE)) {
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features |= GPU_SUPPORTS_16BIT_FORMATS;
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}
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if (draw_->GetDeviceCaps().logicOpSupported) {
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features |= GPU_SUPPORTS_LOGIC_OP;
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}
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if (!g_Config.bHighQualityDepth && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
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features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
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} else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) {
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// Use fragment rounding on desktop and GLES3, most accurate.
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features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
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} else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
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features |= GPU_ROUND_DEPTH_TO_16BIT;
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}
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// The Phantasy Star hack :(
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if (PSP_CoreParameter().compat.flags().DepthRangeHack && (features & GPU_SUPPORTS_ACCURATE_DEPTH) == 0) {
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features |= GPU_USE_DEPTH_RANGE_HACK;
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}
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if (PSP_CoreParameter().compat.flags().ClearToRAM) {
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features |= GPU_USE_CLEAR_RAM_HACK;
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}
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gstate_c.featureFlags = features;
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}
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// Needs to be called on GPU thread, not reporting thread.
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void GPU_D3D11::BuildReportingInfo() {
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using namespace Draw;
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DrawContext *thin3d = gfxCtx_->GetDrawContext();
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reportingPrimaryInfo_ = thin3d->GetInfoString(InfoField::VENDORSTRING);
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reportingFullInfo_ = reportingPrimaryInfo_ + " - " + System_GetProperty(SYSPROP_GPUDRIVER_VERSION) + " - " + thin3d->GetInfoString(InfoField::SHADELANGVERSION);
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}
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void GPU_D3D11::DeviceLost() {
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draw_->InvalidateCachedState();
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// Simply drop all caches and textures.
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// FBOs appear to survive? Or no?
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shaderManagerD3D11_->ClearShaders();
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drawEngine_.ClearInputLayoutMap();
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textureCacheD3D11_->Clear(false);
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GPUCommon::DeviceLost();
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}
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void GPU_D3D11::DeviceRestore() {
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GPUCommon::DeviceRestore();
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// Nothing needed.
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}
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void GPU_D3D11::InitClear() {
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if (!framebufferManager_->UseBufferedRendering()) {
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// device_->Clear(0, NULL, D3DCLEAR_STENCIL | D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.f, 0);
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}
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}
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void GPU_D3D11::BeginHostFrame() {
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GPUCommon::BeginHostFrame();
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UpdateCmdInfo();
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if (resized_) {
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CheckGPUFeatures();
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framebufferManager_->Resized();
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drawEngine_.Resized();
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textureCacheD3D11_->NotifyConfigChanged();
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shaderManagerD3D11_->DirtyLastShader();
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resized_ = false;
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}
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}
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void GPU_D3D11::ReapplyGfxState() {
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GPUCommon::ReapplyGfxState();
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// TODO: Dirty our caches for depth states etc
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}
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void GPU_D3D11::EndHostFrame() {
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// Probably not really necessary.
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draw_->InvalidateCachedState();
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}
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void GPU_D3D11::BeginFrame() {
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GPUCommon::BeginFrame();
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textureCacheD3D11_->StartFrame();
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drawEngine_.BeginFrame();
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shaderManagerD3D11_->DirtyLastShader();
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framebufferManagerD3D11_->BeginFrame();
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gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX);
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}
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void GPU_D3D11::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
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// TODO: Some games like Spongebob - Yellow Avenger, never change framebuffer, they blit to it.
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// So breaking on frames doesn't work. Might want to move this to sceDisplay vsync.
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GPUDebug::NotifyDisplay(framebuf, stride, format);
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framebufferManagerD3D11_->SetDisplayFramebuffer(framebuf, stride, format);
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}
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void GPU_D3D11::CopyDisplayToOutput(bool reallyDirty) {
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// Flush anything left over.
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drawEngine_.Flush();
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float blendColor[4]{};
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context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], blendColor, 0xFFFFFFFF);
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framebufferManagerD3D11_->CopyDisplayToOutput(reallyDirty);
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shaderManagerD3D11_->DirtyLastShader();
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gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
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}
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void GPU_D3D11::FinishDeferred() {
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// This finishes reading any vertex data that is pending.
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drawEngine_.FinishDeferred();
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}
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inline void GPU_D3D11::CheckFlushOp(int cmd, u32 diff) {
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const u8 cmdFlags = cmdInfo_[cmd].flags;
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if (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE)) {
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if (dumpThisFrame_) {
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NOTICE_LOG(G3D, "================ FLUSH ================");
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}
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drawEngine_.Flush();
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}
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}
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void GPU_D3D11::PreExecuteOp(u32 op, u32 diff) {
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CheckFlushOp(op >> 24, diff);
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}
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void GPU_D3D11::ExecuteOp(u32 op, u32 diff) {
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const u8 cmd = op >> 24;
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const CommandInfo info = cmdInfo_[cmd];
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const u8 cmdFlags = info.flags;
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if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
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(this->*info.func)(op, diff);
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} else if (diff) {
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uint64_t dirty = info.flags >> 8;
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if (dirty)
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gstate_c.Dirty(dirty);
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}
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}
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void GPU_D3D11::GetStats(char *buffer, size_t bufsize) {
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size_t offset = FormatGPUStatsCommon(buffer, bufsize);
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buffer += offset;
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bufsize -= offset;
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if ((int)bufsize < 0)
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return;
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snprintf(buffer, bufsize,
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"Vertex, Fragment shaders loaded: %d, %d\n",
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shaderManagerD3D11_->GetNumVertexShaders(),
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shaderManagerD3D11_->GetNumFragmentShaders()
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);
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}
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void GPU_D3D11::ClearCacheNextFrame() {
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textureCacheD3D11_->ClearNextFrame();
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}
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void GPU_D3D11::ClearShaderCache() {
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shaderManagerD3D11_->ClearShaders();
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drawEngine_.ClearInputLayoutMap();
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}
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void GPU_D3D11::DoState(PointerWrap &p) {
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GPUCommon::DoState(p);
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// TODO: Some of these things may not be necessary.
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// None of these are necessary when saving.
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if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
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textureCache_->Clear(true);
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drawEngine_.ClearTrackedVertexArrays();
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gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
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framebufferManager_->DestroyAllFBOs();
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}
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}
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std::vector<std::string> GPU_D3D11::DebugGetShaderIDs(DebugShaderType type) {
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switch (type) {
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case SHADER_TYPE_VERTEXLOADER:
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return drawEngine_.DebugGetVertexLoaderIDs();
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case SHADER_TYPE_TEXTURE:
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return textureCache_->GetTextureShaderCache()->DebugGetShaderIDs(type);
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default:
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return shaderManagerD3D11_->DebugGetShaderIDs(type);
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}
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}
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std::string GPU_D3D11::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
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switch (type) {
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case SHADER_TYPE_VERTEXLOADER:
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return drawEngine_.DebugGetVertexLoaderString(id, stringType);
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case SHADER_TYPE_TEXTURE:
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return textureCache_->GetTextureShaderCache()->DebugGetShaderString(id, type, stringType);
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default:
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return shaderManagerD3D11_->DebugGetShaderString(id, type, stringType);
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}
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}
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